still no fog in the sky???
by deepscratch · in Torque 3D Professional · 10/14/2009 (10:20 am) · 9 replies
1.0 is out guys,
still not able to have fog in the sky with scattersky?
well it seems theres not much at all you can have with scattersky.....
still not able to have fog in the sky with scattersky?
well it seems theres not much at all you can have with scattersky.....
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#2
10/15/2009 (11:23 am)
awesome, thanks Tom.
#3
01/26/2010 (7:40 pm)
And we need fogs in scattersky as well, any update on status here? We realllly need storms, fogs etc.
#4
01/26/2010 (8:53 pm)
You can adjust fog in the LevelInfo object.
#5
01/26/2010 (9:33 pm)
The object needed for storms is a CloudLayer, not Scattersky.
#6
@Net there is no functionality for setting coverage in cloudLayer that I can find I tried myCloud.coverage = 0.99; and no effect and the dump shows no method to call that on the object to alter the density
If you know some functions or tricks I can use please let me know
01/26/2010 (10:37 pm)
@Michael yes I can do that in the editor but I can't make any adjustments in game dynamicly or at least I dont see how. theLevelInfo.fogdensity = 0.2; doesn't seem to change anything and I dont see a "setFogDensity()" in the dump for that object.@Net there is no functionality for setting coverage in cloudLayer that I can find I tried myCloud.coverage = 0.99; and no effect and the dump shows no method to call that on the object to alter the density
If you know some functions or tricks I can use please let me know
#7
Color: 0.972549 0.972549 0.972549 0.85
Coverage: 1
Wind Speed: 3
Height: 3
01/26/2010 (11:27 pm)
I can get a nice swirling layer of rolling clouds with these settings:Color: 0.972549 0.972549 0.972549 0.85
Coverage: 1
Wind Speed: 3
Height: 3
#8
http://www.torquepowered.com/community/resources/view/19015
posted by David Potter for some hints indicating the types of changes required.
You should probably also look at Michael Perry's documentation here:
http://docs.torquepowered.com/torque-3d/official/index.html?content/documentation/Beginners%20Guide/Getting%20Started/Setup.html
on getting setup with a compiler for your platform (if the link is useless, open the Docs tab on the Toolbox and open it from there, it's the "Getting Started: Visual Studio and Xcode topic.)
GL
01/27/2010 (6:21 pm)
If you are trying to do it dynamically, you will need to make some further modifications. Take a look a this resource:http://www.torquepowered.com/community/resources/view/19015
posted by David Potter for some hints indicating the types of changes required.
You should probably also look at Michael Perry's documentation here:
http://docs.torquepowered.com/torque-3d/official/index.html?content/documentation/Beginners%20Guide/Getting%20Started/Setup.html
on getting setup with a compiler for your platform (if the link is useless, open the Docs tab on the Toolbox and open it from there, it's the "Getting Started: Visual Studio and Xcode topic.)
GL
#9
01/27/2010 (6:26 pm)
There is typically an "Apply" function that is called when you make changes to a World Editor object, such as SkyBox or BasicCloud. I'm not sure if that is still exposed, but in the source code you are looking for ::inspectPostApply().
Associate Tom Spilman
Sickhead Games